Shadowevents are hard enough to play as it is, and having to exert Grima puts a player wanting to use it stuck wanting to include more copies of Haunting Her Steps to ensure it is available in the small window it may be used, but not wanting to clog his or her hand with an otherwise unplayable card. Additionally, the effect is lackluster: it only prevents abilities from allies and unbound companions, meaning all items, conditions, and events (i.e., all main sources for actions) - along with abilities from Ring-Boundcompanions - remain unhindered.

Even when playable, the exertion on Grima is a more valuable resource for Grima's innate game text for most versions of him. Grima has a mere 4 strength, and since many players choose to complete the easiest skirmishes first Grima won't often live past the first skirmish to prevent useful abilities such as Merry, Friend to Sam. For the phases which remain (Maneuver, Archery, Assignment), there simply aren't many actions which come from characters. Of that number, only a rare handful are worth trying to prevent at all and Haunting Her Steps becomes deadweight.